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Carthagia

Structure

  • Speaker- Head of State. Exhibits final say over all matters of taxation and military, but can be overturned by a majority of councils agreeing to do so. Elected by direct vote.
  • Trade Councils- Committees of 7 that seek to cause the greatest prosperity within their respective markets. The staggering number of these councils often cause outsiders to ignore them when looking at Carthagian politics.
  • Signoria- Special councils of 30 that decide on issues related to individual cities, function similar to a mayoral office elsewhere.

Public Agenda

Protect the rights of the citizenry, expand trade and good production, earn rightful respect from other nations

Assets

  • White Sea Trade Fleet
  • The Army of Rust
  • The Big Island Arsenal

History

This land used to be a collection of a handful of city-states. They were eventually all brought under the rule of a line of Despots. This Despot is vilified as a Judas figure by all the citizens of this nation. Due to the intervention of their patron deity Karsteph the Despot was overthrown and a republic where no man would be seen as beneath any other was established. It has been an age since its founding however and due to recent attacks a strongman with a political cult following may change things about this country in the near future.

Demography and Population

This nation is largely populated by Carthagian Humans. Other races are forbidden from citizen status and as such were expelled by the latest speakers decree. This has lead to hostilities with large minority groups in conquered areas.  
  • Human ~90%
  • Halfling ~1%
  • Elf ~5%
  • Dwarves ~1%
  • Impure Humans ~3%

Religion

While all human deities are allowed only those of the Karstephan Pantheon receive legal protections. Elven gods are systematically prevented from worship and any icons destroyed.

Foreign Relations

  • Morea- A former colonization attempt that has gained autonomy. Seen as rebellious upstarts but otherwise dealt with favorably.
  • Blackmire- The only potential power that could rival White Sea dominance due to the ownership of the only exit point. Uneasy peace with periods of trade warring.
  • Koheno- Elvish primitives that harbor claimants to recent acquisitions. Likely target of future expansion.
  • Chaga- Giant ridden lands that the last war pushed many refugee elves to. Seen as too worthless to bother with.
  • Volyhenia- A land of vicious men useful only for mercenaries. Frequent raiding by these wildmen leaves a bad taste in the mouths of many.
  • Karpash- Resource rich territory to be conquered, after removing the undesirable monsters from it.

Agriculture & Industry

Most initial good generation is in material refinement. Ore is smelted, wood is carved and treated, spices are ground. Very little is actually primarily produced here aside from iron, copper, and lumber but a monopoly on White Sea trade has allowed a booming economy.

None can be despots when all are one

Founding Date
4th Age
Type
Geopolitical, Republic
Capital
Alternative Names
"Painted Shore", "Empire of Metal", "Merchant Republic"
Demonym
Carthagian
Leader
Government System
Plutocracy
Power Structure
Unitary state
Economic System
Market economy
Currency
  • Ducats- Gold coins that are a standardized weight. Bear an image of the Speaker in office when minted and Karsteph.
  • Guilder- Silver Coins of a standard weight. Bear an image of one of the many guilds recognized in the government.
  • Worker- Copper Coins of a standard weight. Bears the motto "When all are Kings, none are"
Legislative Body
The Speaker
Judicial Body
The Signoria of the nearest town
Official State Religion
Related Traditions
Controlled Territories
Neighboring Nations
Related Ethnicities

Articles under Carthagia